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Fitzquake 0.85 Released At Last!
New in this version: increased map and protocol limits (can load all known limit-breaking maps,) model interpolation, per-entity alpha support, new network protocol, more external texture support, hardware compatability improvements, many bug fixes, and a cleaner source release to make it easier to install and compile.

Go! http://www.celephais.net/fitzquake

(Thanks to the beta-testers: Baker, JPL, negke, Preach, and Vondur.)
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Music Issue 
Sorry if this as been answered already; I don't want to look through 400 posts.

How exactly are you supposed to get the music to work? I saw a link posted somewhere of fitzquake with MP3 support, but sadly the link is dead. 
Re: Music Issue 
I would also like to add that I do have a physical copy of Quake I, purchased about 14 years ago (god I feel old). I read on the Steam forums that the music should play if you have the CD in the CD drive while you play, though I'm not sure if that applies to fitzquake. I also tried mounting it to the E drive with Daemon Tools. 
 
It should play from the CD if you put it into the drive with the "highest" letter. So if you have 2 ROM drives F and G, you would put it into F. I am not sure if they need that ancient cd audio cable to the motherboard/soundcard or if those even exist anymore. 
Re: Music Issue 
Whoops, my Daemon Tools virtual drive was D and Quake I was E. Going to disable the virtual drive and see if that fixes it. Thanks for the fast reply. 
Re: Music Issue 
Yep, that solved it. Thanks. 
Re: Music Issue 
Yay, another issue. The music doesn't loop. Has anyone else had this problem and/or have a solution?

I tried using fitzquake085_mp3.exe but I have the same problem as poster #326. 
Thanks Necros 
profile during demo playback segfaults the engine. 
 
wait, that was 0.80.
Quakespasm works. 
Also When Not Connected 
What's the purpose of the command anyway? 
Re 406 
thanks for?

profile dumps stats on which progs functions are being called the most. you can use it to see which functions are using up the most cpu time and take measures to either make them simpler (thus requiring less calculations) or make the functions get called less often. 
 
 
thanks for making me try that command. 
Fitzquake Not Saving Config 
Good Day folks, pleasure to see Quake enthusiasts are still alive and kicking, even if the golden era of the mapping scene has long died away.

Simply put, upon modifying console cvars such as "scr_conalpha, r_lerpmodels, r_shadows" Fitzquake won't save this settings upon exit. I've tried setting 'Savedgamecfg' to '1' but to my frustration no effect. Any assistance would be appreciated.

Thank you! 
Gun Models Sit Below The HUD 
This bug has always befuddled me but in both conventional GLquake and Fitzquake the weapon models appear from below the HUD rather than sit above it. Needless to say, it looks awkward and I've seen a YT vid of GLQuake where this problem does not occur 
Ether 
just put them in autoexec.cfg 
Skin Trashed (ARWOP) 
I thought this was fixed in FitzQuake 0.85 versus FitzQuake 0.80 but somehow it happened:

http://quake-1.com/docs/any/arwop_skin_trashed.jpg

Situation:

FitzQuake 0.85 on windows hosting a coop game in listen mode with maxplayers 2 playing ARWOP with other client being a QuakeSpasm client (not that I can see how that'd matter).

On ARWOP start map, other player's skin is fine but after advancing through changelevel teleporter to first ARWOP map, other player's skin is trashed. 
 
is this the heapsize thing? i had a problem with the player skin getting mangled (along with other textures) and solved it by increasing heapsize.
but your question leads me to believe this isn't the same thing. 
 
That looks more like a texture cache problem to me. 
 
More info: Fitz's texmgr uses CRC to identify matching textures, but CRC is horribly prone to collisions. RSA have published some nice public domain MD5 code that I would generally recommend be used instead. 
5 Mousebutton Support 
I'd love to see 5 Mousebutton support being added to FitzQuake so I can use it as my default SP engine. 
Ooo 
yeah, this! ^^^

well, actually if all engines supported more than just mouse 1-3 that'd be awesome. :) 
Reason 
The reason for 5 MB support is that I have +/-attack aliases for the weapons. As far as I know, all good players, like speedrunners, need to be able to fire the correct weapon instantly, without having to cycle through them to select and then using another button to fire. That is just stupid and you'll never get good in Quake that way, you only think you are.

It's painful enough that there's no 'bestweapon' support, which is supported by ProQuake, JoeQuake, DarkPlaces and QRack, but it feels even more handycapped when I can't at least use the extra mouse buttons to create some simple aliases.

Yes, I know that there's this little group of people here that is against everything that's different from how Quake was in '96 in terms of movement and weapon scripts, but I'm bringing it up once more because if FitzQuake would have these things, it can become much more popular in the SP scene and people like myself would actually be interested in playing all these great looking maps (from the screenies it looks great).

If you wanna be oldschool yourselves, fine. But at least let people have the choice for THE shooting-experience that sets Q1 apart from the sequels...and perhaps all other FPS games for that matter.

http://quakeone.com/forums/quake-help/multiplayer/382-binds-weapon-switching.html 
 
Bah, you don't need such binds for singleplayer unless you are a pussy. Just like FOV 90 (or the widescreen equivalent) is fine. 
Spirit 
fov 90 is evil 
 
Bah, you don't need such binds for singleplayer unless you are a pussy. Just like FOV 90 (or the widescreen equivalent) is fine.

bollocks on both counts 
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